246 research outputs found
Scheduling Bipartite Tournaments to Minimize Total Travel Distance
In many professional sports leagues, teams from opposing leagues/conferences
compete against one another, playing inter-league games. This is an example of
a bipartite tournament. In this paper, we consider the problem of reducing the
total travel distance of bipartite tournaments, by analyzing inter-league
scheduling from the perspective of discrete optimization. This research has
natural applications to sports scheduling, especially for leagues such as the
National Basketball Association (NBA) where teams must travel long distances
across North America to play all their games, thus consuming much time, money,
and greenhouse gas emissions. We introduce the Bipartite Traveling Tournament
Problem (BTTP), the inter-league variant of the well-studied Traveling
Tournament Problem. We prove that the 2n-team BTTP is NP-complete, but for
small values of n, a distance-optimal inter-league schedule can be generated
from an algorithm based on minimum-weight 4-cycle-covers. We apply our
theoretical results to the 12-team Nippon Professional Baseball (NPB) league in
Japan, producing a provably-optimal schedule requiring 42950 kilometres of
total team travel, a 16% reduction compared to the actual distance traveled by
these teams during the 2010 NPB season. We also develop a nearly-optimal
inter-league tournament for the 30-team NBA league, just 3.8% higher than the
trivial theoretical lower bound
Problem collection from the IML programme: Graphs, Hypergraphs, and Computing
This collection of problems and conjectures is based on a subset of the open
problems from the seminar series and the problem sessions of the Institut
Mitag-Leffler programme Graphs, Hypergraphs, and Computing. Each problem
contributor has provided a write up of their proposed problem and the
collection has been edited by Klas Markstr\"om.Comment: This problem collection is published as part of the IML preprint
series for the research programme and also available there
http://www.mittag-leffler.se/research-programs/preprint-series?course_id=4401.
arXiv admin note: text overlap with arXiv:1403.5975, arXiv:0706.4101 by other
author
Proximity and Remoteness in Directed and Undirected Graphs
Let be a strongly connected digraph. The average distance
of a vertex of is the arithmetic mean of the
distances from to all other vertices of . The remoteness and
proximity of are the maximum and the minimum of the average
distances of the vertices of , respectively. We obtain sharp upper and lower
bounds on and as a function of the order of and
describe the extreme digraphs for all the bounds. We also obtain such bounds
for strong tournaments. We show that for a strong tournament , we have
if and only if is regular. Due to this result, one may
conjecture that every strong digraph with is regular. We
present an infinite family of non-regular strong digraphs such that
We describe such a family for undirected graphs as well
An Average Case NP-Complete Graph Coloring Problem
NP-complete problems should be hard on some instances but those may be
extremely rare. On generic instances many such problems, especially related to
random graphs, have been proven easy. We show the intractability of random
instances of a graph coloring problem: this graph problem is hard on average
unless all NP problem under all samplable (i.e., generatable in polynomial
time) distributions are easy. Worst case reductions use special gadgets and
typically map instances into a negligible fraction of possible outputs. Ours
must output nearly random graphs and avoid any super-polynomial distortion of
probabilities.Comment: 15 page
Skill Rating for Generative Models
We explore a new way to evaluate generative models using insights from
evaluation of competitive games between human players. We show experimentally
that tournaments between generators and discriminators provide an effective way
to evaluate generative models. We introduce two methods for summarizing
tournament outcomes: tournament win rate and skill rating. Evaluations are
useful in different contexts, including monitoring the progress of a single
model as it learns during the training process, and comparing the capabilities
of two different fully trained models. We show that a tournament consisting of
a single model playing against past and future versions of itself produces a
useful measure of training progress. A tournament containing multiple separate
models (using different seeds, hyperparameters, and architectures) provides a
useful relative comparison between different trained GANs. Tournament-based
rating methods are conceptually distinct from numerous previous categories of
approaches to evaluation of generative models, and have complementary
advantages and disadvantages
Marathon: An open source software library for the analysis of Markov-Chain Monte Carlo algorithms
In this paper, we consider the Markov-Chain Monte Carlo (MCMC) approach for
random sampling of combinatorial objects. The running time of such an algorithm
depends on the total mixing time of the underlying Markov chain and is unknown
in general. For some Markov chains, upper bounds on this total mixing time
exist but are too large to be applicable in practice. We try to answer the
question, whether the total mixing time is close to its upper bounds, or if
there is a significant gap between them. In doing so, we present the software
library marathon which is designed to support the analysis of MCMC based
sampling algorithms. The main application of this library is to compute
properties of so-called state graphs which represent the structure of Markov
chains. We use marathon to investigate the quality of several bounding methods
on four well-known Markov chains for sampling perfect matchings and bipartite
graph realizations. In a set of experiments, we compute the total mixing time
and several of its bounds for a large number of input instances. We find that
the upper bound gained by the famous canonical path method is several
magnitudes larger than the total mixing time and deteriorates with growing
input size. In contrast, the spectral bound is found to be a precise
approximation of the total mixing time
Efficiently sampling the realizations of irregular, but linearly bounded bipartite and directed degree sequences
Since 1997 a considerable effort has been spent on the study of the swap
(switch) Markov chains on graphic degree sequences. Several results were proved
on rapidly mixing Markov chains on regular simple, on regular directed, on
half-regular directed and on half-regular bipartite degree sequences. In this
paper, the main result is the following: Let and be disjoint finite
sets, and let and be integers.
Furthermore, assume that the bipartite degree sequence on satisfies
and $d_1 \le d(u) \le d_2 \ : \
\forall u\in U(c_2-c_1 -1)(d_2 -d_1 -1) < 1 + \max
\{c_1(|V| -d_2), d_1(|V|- c_2) \}O(\sqrt{\# \mbox{ of edges}}) >
n/16.$Comment: 20 pages. arXiv admin note: text overlap with arXiv:1301.752
A Fast MCMC for the Uniform Sampling of Binary Matrices with Fixed Margins
Uniform sampling of binary matrix with fixed margins is an important and
difficult problem in statistics, computer science, ecology and so on. The
well-known swap algorithm would be inefficient when the size of the matrix
becomes large or when the matrix is too sparse/dense.
Here we propose the Rectangle Loop algorithm, a Markov chain Monte Carlo
algorithm to sample binary matrices with fixed margins uniformly. Theoretically
the Rectangle Loop algorithm is better than the swap algorithm in Peskun's
order. Empirically studies also demonstrates the Rectangle Loop algorithm is
remarkablely more efficient than the swap algorithm
An extensive English language bibliography on graph theory and its applications
Bibliography on graph theory and its application
Generating Approximate Solutions to the TTP using a Linear Distance Relaxation
In some domestic professional sports leagues, the home stadiums are located
in cities connected by a common train line running in one direction. For these
instances, we can incorporate this geographical information to determine
optimal or nearly-optimal solutions to the n-team Traveling Tournament Problem
(TTP), an NP-hard sports scheduling problem whose solution is a double
round-robin tournament schedule that minimizes the sum total of distances
traveled by all n teams. We introduce the Linear Distance Traveling Tournament
Problem (LD-TTP), and solve it for n=4 and n=6, generating the complete set of
possible solutions through elementary combinatorial techniques. For larger n,
we propose a novel "expander construction" that generates an approximate
solution to the LD-TTP. For n congruent to 4 modulo 6, we show that our
expander construction produces a feasible double round-robin tournament
schedule whose total distance is guaranteed to be no worse than 4/3 times the
optimal solution, regardless of where the n teams are located. This
4/3-approximation for the LD-TTP is stronger than the currently best-known
ratio of 5/3 + epsilon for the general TTP. We conclude the paper by applying
this linear distance relaxation to general (non-linear) n-team TTP instances,
where we develop fast approximate solutions by simply "assuming" the n teams
lie on a straight line and solving the modified problem. We show that this
technique surprisingly generates the distance-optimal tournament on all
benchmark sets on 6 teams, as well as close-to-optimal schedules for larger n,
even when the teams are located around a circle or positioned in
three-dimensional space
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